CGTalk > Software > Autodesk 3ds max
Login register
Thread Closed share thread « Previous Thread | Next Thread »  
 
Thread Tools Search this Thread Display Modes
Old 02-18-2013, 01:42 AM   #1
ikesmasher
New Member
portfolio
Bob Smith
New York, USA
 
Join Date: Jul 2012
Posts: 2
Help with shell tool?

Basically i have created gloves and boots for a model by duplicating the body mesh and deleting everything except the hands and feet (separate entities, of course) then using the shell modifier. However i would like to delete the interior polies of the shell modifier without converting all the modifiers (smooth, symmetry, etc etc) to editable poly. This is so i can see what my poly count will be like before i continue on with what I am doing - particularly in the boots. Is this possible? Or is it safe to assume that the poly count of the inside is exactly the same that it is on the outside (in which case i could do the math to calculate my poly count?)
I am working on a player model and am trying to keep the poly count under 10k. Its not there yet but i do not have a head or a helmet and i need to leave around 2k-3k there for that (for safety. Thats why i want to know what my poly count will be like before i spend the time making the boots and gloves.
 
Old 02-24-2013, 05:03 PM   #2
ArtOfSoulburn
Artist
 
ArtOfSoulburn's Avatar
portfolio
Neil Blevins
San%2BFrancisco, United%2BStates
 
Join Date: Apr 2002
Posts: 4,360
In the shell modifier, click override Inner Mat ID, set it to some higher number. Then apply a poly select, choose face, choose select by material ID, set it to the number you chose in the last step. That'll select the inn er faces. Then apply a delete mesh modifier. That should get you what you need procedurally without collapsing the stack to editable poly.

- Neil
 
Old 02-25-2013, 01:10 PM   #3
robinb
Expert
 
Join Date: Jul 2003
Posts: 2,926
What Neil says. There's even an option to directly select the polys of the insides, outsides or edges if you don't want to mess with mat ids.

The shell modifier is one of my favourites. It has pretty much every option you could want, including that ability to set Mat ids for future easy selections.

It even preserves the last used settings, so the next time you apply the modifier it'll extrude the same amount as the last object you used it on. It's very well written compared to most of them. Well done to whoever wrote that. I wish all the modifiers worked as well.
 
Old 02-28-2013, 06:12 PM   #4
ArtOfSoulburn
Artist
 
ArtOfSoulburn's Avatar
portfolio
Neil Blevins
San%2BFrancisco, United%2BStates
 
Join Date: Apr 2002
Posts: 4,360
Quote:
Originally Posted by robinb
What Neil says. There's even an option to directly select the polys of the insides, outsides or edges if you don't want to mess with mat ids.


D'oh! Missed that one. Thanks robin

- Neil
 
Old 03-01-2013, 04:41 PM   #5
robinb
Expert
 
Join Date: Jul 2003
Posts: 2,926
it's one of those tools that unexpectedly does MORE than you'd think it would
 
Old 03-02-2013, 05:50 AM   #6
ArtOfSoulburn
Artist
 
ArtOfSoulburn's Avatar
portfolio
Neil Blevins
San%2BFrancisco, United%2BStates
 
Join Date: Apr 2002
Posts: 4,360
From what I remember, Peter Watje wrote Shell, partly because I complained to adesk that the solidify plugin no longer existed and that was stopping me and others from upgrading to a more modern copy of max. Peter was great at plugins, he always made them full featured.

- Neil
 
Old 03-02-2013, 06:38 AM   #7
ramissin
Veteran
 
ramissin's Avatar
portfolio
Richard Missin
Professional Drinker / Freelance Gynecologist
Leeds, GB
 
Join Date: Jul 2012
Posts: 57
Quote:
Originally Posted by soulburn3d
I complained to adesk that the solidify plugin no longer existed and that was stopping me and others from upgrading to a more modern copy of max


You complained to Autodesk and they LISTENED ? ....what year was this ? 1866 ?
 
Old 03-02-2013, 02:03 PM   #8
MGernot
Expert
 
MGernot's Avatar
portfolio
Gernot Melichar
Austria
 
Join Date: Dec 2002
Posts: 998
Quote:
Originally Posted by soulburn3d
From what I remember, Peter Watje wrote Shell, partly because I complained to adesk that the solidify plugin no longer existed and that was stopping me and others from upgrading to a more modern copy of max. Peter was great at plugins, he always made them full featured.

- Neil


Is Peter Watje still on the 3dsmax development team?
He worked on some great stuff like Skin-Morph, Skin-Wrap, didn`t he?
Always loved that you can convert the skinwrap to a skin-modifier.
__________________
Meli
 
Old 03-02-2013, 04:47 PM   #9
ArtOfSoulburn
Artist
 
ArtOfSoulburn's Avatar
portfolio
Neil Blevins
San%2BFrancisco, United%2BStates
 
Join Date: Apr 2002
Posts: 4,360
Quote:
Originally Posted by ramissin
You complained to Autodesk and they LISTENED ? ....what year was this ? 1866 ?


It was like 13 years ago, back when I knew most of the team.

Quote:
Originally Posted by MGernot
Is Peter Watje still on the 3dsmax development team?
He worked on some great stuff like Skin-Morph, Skin-Wrap, didn`t he?
Always loved that you can convert the skinwrap to a skin-modifier.


No idea, there's been so many layoffs over the years. But I hope he's still there, he was awesome.

- Neil
 
Old 03-02-2013, 05:24 PM   #10
PEN
R&D/Technical Director
 
PEN's Avatar
portfolio
Paul Neale
PEN Productions
Canada
 
Join Date: Jun 2002
Posts: 7,416
As far as I know he is still there.
__________________
Paul Neale
http://paulneale.com
 
Old 03-03-2013, 01:01 PM   #11
ramissin
Veteran
 
ramissin's Avatar
portfolio
Richard Missin
Professional Drinker / Freelance Gynecologist
Leeds, GB
 
Join Date: Jul 2012
Posts: 57
Quote:
Originally Posted by soulburn3d
It was like 13 years ago, back when I knew most of the team.


I have fond memories of those times, I think it was Max 3.1 or r4 I was using, and studying your complex organic material .
 
Old 03-14-2013, 04:59 PM   #12
ArtOfSoulburn
Artist
 
ArtOfSoulburn's Avatar
portfolio
Neil Blevins
San%2BFrancisco, United%2BStates
 
Join Date: Apr 2002
Posts: 4,360
Quote:
Originally Posted by ramissin
I have fond memories of those times, I think it was Max 3.1 or r4 I was using, and studying your complex organic material .


Hehe, I remember that material. Think it's still up on my website somewhere

- Neil
 
Old 03-14-2013, 06:10 PM   #13
Sidow
Frequenter
portfolio
Simon Dowsett
Bristol, United Kingdom
 
Join Date: Sep 2008
Posts: 134
Why not just use the "push modifier"?
 
Old 03-14-2013, 06:52 PM   #14
ArtOfSoulburn
Artist
 
ArtOfSoulburn's Avatar
portfolio
Neil Blevins
San%2BFrancisco, United%2BStates
 
Join Date: Apr 2002
Posts: 4,360
Push modifier doesn't create the sidewalls.

- Neil
 
Old 03-14-2013, 06:52 PM   #15
CGTalk Moderation
Expert
CGTalk Forum Leader
 
Join Date: Sep 2003
Posts: 1,066,478
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
__________________
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
 
Thread Closed share thread


Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 11:58 AM.


Powered by vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.